Ham

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Wolfbait

Wolfbait (1/4)

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  1. I don't know much about ammo crafting irl, but in terms of tools the idea is at least the bullet melting aspect could be handled at a fire, and filling the used casings with fresh powder and a new bullet seems reasonably plausible at any suitable workbench. As for game design, you'd still have to explore to find the tools in the first place, I don't mind having to explore but having to go so far out of my way for a static piece of equipment of middling to low value in an average run is a hassle. The very dramatic placement and effort required to acquire certain pieces of equipment or tools for survival directly contradicts the core loop of scavenging. I'd be furious if I had to waddle to some new long windy region to get a pair of mukluks, or expedition parka. Neither of those have a guaranteed spawn, very vary rare, at least the parka has high chance of showing up on Timberwolf mountain but it could be found in several other places in the world. But the ammo crafting is set in one very awkward to reach spot that will be too far a trek for anyone who isn't into hardcore 800 day interloper kind of play, and even then its useless to interloper players because guns don't spawn.
  2. I've beaten the Hunted, and desperate rescue, but its kind of disappointing there's no usable bonus behind beating them, like things relevant to the challenge ie, white out gives you bonuses to either looting, or hoarding supplies in some manner, desperate rescue maybe gives you some bonus with flares, the hunted could make bears easier to kill or maybe chance to run away from you on sight, not great examples but you get the picture.
  3. Jumping would nice but its only really relevant because there are a number of places where your character just gets stuck on almost invisible geometry that the game thinks is a wall or too steep a hill to pass, fixing the pathing across all regions would go a long way to alleviating the need for a jump at all.
  4. Simple as, make it some in-inventory tool thats required along with an active fire. The only real activity that needs the forge is the melting of lead into bullets which could be accomplished at any suitably hot fire with portable bullet molds. Currently I'm not keen on some mechanics being super restricted to far flung locations, and I imagine alot of people would agree doing the obstacle course to reach the ammo bench every time you want to craft like 10 bullets is a bit overly tedious, i mean a lowerable bridge on the far side alone would make a world of difference. In the same vein milling devices could be added to relevant locations elsewhere in the world so it wasn't purely locked away here.